RimWorld

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Adaptive Storage - Global Settings
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20 jul @ 18:07
23 aug @ 12:50
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Adaptive Storage - Global Settings

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Adaptive Storage - Global Settings

MEMORANDUM TO ALL COLONY ADMINISTRATORS
SUBJECT: DIRECTIVE 71-ECHO - MULTI-SPECTRUM ASSET CALIBRATION

(For a direct, non-narrative breakdown, the full Features List is available here.)
(To see what's new or has been modified, please check the Change Notes tab.)

Analysis of logistical operations has revealed significant performance variance, as well as suboptimal energy allocation and organizational categorization across third-party storage assets. To maximize efficiency, a new mandate for per-asset optimization is now in effect. Administrators are required to evaluate and calibrate the storage parameters, architectural designation, and power consumption profiles of each container type individually.

Adaptive Storage - Global Settings is the management tool authorized for this task. It provides a central terminal in your management interface (Options > Mod Settings) allowing you to individually define the "Stacks per Cell," Architect Menu category, and power draw for every storage asset derived from the Adaptive Storage Framework.

Your goal is not standardization, but customized efficiency. Calibrate each asset to its optimal performance.

Terminal Capabilities:
  • Granular Control: Set a unique capacity for each and every storage building type.
  • Architectural Re-Designation: Re-assign any storage asset to a different Architect Menu category for improved organizational clarity. Assets can also be removed from the menu entirely.
  • Core Parameter Calibration: Toggle fundamental operational parameters for each asset, including deterioration prevention, beauty response integration, hopper functionality, and surface paintability.
  • Energy Profile Calibration: For powered assets, directly modify their base power consumption to meet colony energy requirements.
  • Filter Protocol Duplication: Instantly copy and paste complex filter settings from one asset to another via integrated clipboard functions.
  • Asset Origin Filtering: Isolate assets by their original manufacturer (mod name) for precise adjustments.
  • Asset Designation Search: Instantly locate a specific asset by its designation.
  • System-Wide Factory Reset: The "Reset All" function will revert all assets to their factory default specifications upon confirmation.
  • Calibration Blueprinting: Authorize the export of the complete asset calibration profile to a data slate (XML file) for archival purposes, or import a pre-approved blueprint to standardize parameters across installations.
  • Zero-Footprint Software: This management utility consumes no colony resources and has zero impact on operational performance.

Implementation Protocol:
All newly manufactured containers will conform to your new calibration standards immediately. Existing assets require a full system diagnostic cycle (save and reload) to update their operational parameters.
(NO GAME RESTART REQUIRED)

Compatibility
Works with any storage building using Adaptive Storage Framework

Recommended mods:
Relevant Stats In Description: Last image is using this mod

Translations
Chinese by 恰似宛然一笑生花

Support:
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Populära diskussioner Visa alla (3)
16
25 sep @ 13:08
KLISTRAD: Bug Reports
NuanKi
10
23 aug @ 13:56
KLISTRAD: Suggestions and Ideas
NuanKi
85 kommentarer
zecher 8 okt @ 7:15 
thankyou you save my game
Hazel 4 okt @ 11:50 
oh i didn't mean adding new storage buildings. i meant like other items. like for example adding a mod that adds a new raw resource. saying if i have a storage set accept all raw resources and i add a mod that adds a new raw resource, it'd be really nice if it could be automatically allowed since it's already in a fully allowed category
NuanKi  [skapare] 3 okt @ 19:58 
That’s just how the mod works.
When you apply Global Filter, it updates all existing storages and then saves it.
But if you add a new storage mod later, that storage isn’t in the saved data, so it won’t get modified automatically
Hazel 3 okt @ 16:53 
i have set most of my storage buildings to a general list of categories, all items in said categories are allowed. however i notice if i add any new mods that add items, all new items are not added to those fully allowed categories.

i think if a category is fully allowed it should automatically add new items added that fall under those categories if it's possible to do that.

manually patching all my general storage buildings every time i add a mod that adds even just 1 new item sucks
BTAxis 3 okt @ 6:17 
I find that if I disable the allowable filters in the Weapons and Apparel categories, then all other categories are not usable anymore in the storage object even if they're still enabled in the options.
Vril 2 okt @ 5:30 
If possible add more options like setting container material and cost.
NuanKi  [skapare] 6 sep @ 23:33 
Also the error is independent of my mod. I tested with only Adaptive, a storage mod, and that mod enabled, and the error still occurs. So it’s not coming from my end.
NuanKi  [skapare] 6 sep @ 23:24 
@AJarOfDirt, I tested this and the log spam isn’t coming from my mod. Both mods have settings with filters, but the empty filters and errors are from the other mod you mentioned. It’s best to report it there since that’s where the issue originates.
Doggias 4 sep @ 12:30 
MOM, MOM GET THE CAMERA--THEY TURNED ADAPTIVE STORAGE NETWORK INTO CONFIGURABLE SHELF CAPACITY!!! NOW IT DOES WHAT IT SAYS ON THE TIN!!!!!!!!!
NuanKi  [skapare] 31 aug @ 2:15 
Already explained in bug reports.
Simple answer: Stop opening 2 filters at the same time.